GiLaN
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Mission working on a local server
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
please -
Mission working on a local server
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
bump -
Mission working on a local server
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Unfortunately, I don't have pretty much time either Besides, i'm a noob at editing, I'll wait for a moment if you have some time or i'll cancel the project;) Thank you for your time -
Mission working on a local server
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Ok, my ftp won't work, so here is the mission : http://www.wikiupload.com/download_page.php?id=153097 -
Mission working on a local server
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Of course it is not. You know what, I'll upload my modified .pbo on a ftp where you can download it and take a look. Thank you for your help mate -
Hey I got some problems with the flyinheight command. My planes / choppers won't follow the waypoints they are advised to reach. They're starting to do circles, to lower their altitude, to raise it, then to lower it again.... I heard that was a problem of relative altitude, and not absolute one. Is there a way to make a path for my planes without any problem?
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Hello everybody, it's me again. I've tried to modify an Arma campaing mission, to make it playable in MP. The mission is M17TheCamp_S08. I played it on my local server, creating myself a server to test my mission. It worked well, no problem. Then, I decided to upload it on my team's dedicated server. For those who don't know the mission, it's simple. The role of the player was to cover engineers while they were suppose to build a small camp, and defensive buildings. The trouble is that when the game begins, all the buildings are already....built. Then objectives are completed prematurely. I don't know what to do except starting from scratch Maybe you can help me and explain to me how to solve this problem. Thank you
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Choices of time and viewdistance in lobby
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Problem solved, displaced the part : if(!(param2 > 850)&&!(param2 < 10000)); setviewdistance param2; setterraingrid 12.5; -
Choices of time and viewdistance in lobby
GiLaN posted a topic in ARMA - MISSION EDITING & SCRIPTING
Hello everybody, i got a new question for you. I have a mission, where you can change time of operation via the lobby in MP. And I got another mission, where you can change viewdistance still via the lobby in MP. But I'd like to mix the two possibilities. I tried everything without success :/ here is a part of my description.ext: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titleParam1 = "Heure mission:"; valuesParam1[] = {1,2,3,4,5,6,7,8,9}; defValueParam1 = 4; textsParam1[] = {"5h00","5h30","6h","6h30","7h","7h30","16h30","17h30","22h00"}; titleParam2 = "View Distance:"; valuesParam2[] = {850,900,1000,1200,1400,1600,1800,2000,2200,2400,2600,2800,3000,4000}; textsParam2[] = {"850m","900m","1000m","1200m","1400m","1600m","1800m","2000m","2200m","2400m","2600m","2800m","3000m","4000m"}; defValueParam2 = 1200; and here is my init.sqs : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ?(Param1 == 1) : goto "5h" ?(Param1 == 2) : goto "5h30" ?(Param1 == 3) : goto "6h" ?(Param1 == 4) : goto "6h30" ?(Param1 == 5) : goto "7h" ?(Param1 == 6) : goto "7h30" ?(Param1 == 7) : goto "16h30" ?(Param1 == 8) : goto "17h" ?(Param1 == 9) : goto "22h" if(!(param2 > 850)&&!(param2 < 10000)); setviewdistance param2; setterraingrid 12.5; #5h skiptime 5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #5h30 skiptime 5.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #6h skiptime 6 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #6h30 skiptime 6.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #7h skiptime 7 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #7h30 skiptime 7.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #16h30 skiptime 16.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #17h30 skiptime 17.5 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #22h skiptime 22 0 setFog 0 0 setOvercast 0 goto "ConditionsSet" #ConditionsSet The result is that I can change both of them, but only the time of operation is actually changing. There is no change with the viewdistance Can anybody help me? Thank you -
Freezing Server with an objective
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Thank you KronzKy For your answer. In fact, the value I had in the entry effects was for tests and didn't work well, but I had forgotten to delete it :/ Problem is solved, that works great now Thank you again ! -
Freezing Server with an objective
GiLaN replied to GiLaN's topic in ARMA - MISSION EDITING & SCRIPTING
Okay, I solved the problem Replaced the effects by true, and worked :/ -
Hello everybody. I'm posting here because I got a problem on my first mission. Let's explain this: My mission is based on the destruction of two objectives : two lighthouses. The second lighthouse must be destroyed in 15 seconds maximum after the destruction of the first lighthouse. Thus, I've written a little script, which after 15 seconds, triggers ennemy's reinforcements. The trouble is that when the first lighthouse is blown up, the server freezes for 10 seconds, and when we're back in the game, the reinforcements wave has started, and AI remains statics for about 25 seconds and then, the lag effect disappears and IA we had shot become dead in 1 second. Here is the way I placed the triggers. I got two game logic near each lighthouse, named des1 and des2 Then, I placed two triggers on every lighthouse with : Trigger 1 => Lighthouse 1 Axis a : 50 , Axis b : 50 Activation : None Type : None Name : destruction1 Condition : not alive (position des1 nearestobject 53) On act. : "1" objstatus "done"; Commandement Sidechat "blablabla"; this exec "Decompte.sqs"; obj1=true and in effects: getdammage ([50, 50, 50] nearestObject 53)=1 And for the second trigger : Trigger 2 => Lighthouse 2 Axis a : 50 , Axis b : 50 Activation : None Type : None Name : destruction2 Condition : not alive (position des2 nearestobject 54) On act. : "2 objstatus "done"; Commandement Sidechat "blablabla2"; obj2=true and in effects: getdammage ([50, 50, 50] nearestObject 54)=1 Then I got in my decompte.sqs : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~15 ?(getdammage (position des2 nearestobject 54) < 1):Goto "Renforts" #Renforts Commandement Sidechat "blablabla" [renf1,renf_pos1] exec "Patrouille.sqs" [renf2,renf_pos2] exec "Patrouille.sqs" [renf3,renf_pos3] exec "Patrouille.sqs" exit and then in my "Patrouille.sqs": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Groupe = _this select 0; _Position = _this select 1 _Chef = Leader _Groupe _Groupe setBehaviour "combat";_Groupe setCombatMode "red";_Groupe setspeedMode "full" #Passage1 _Groupe move position _Position ~0.5 ?!(unitReady _Chef): Goto "Passage1" _AxeX = 500 _AxeY = 500 _Temps = 5 _Secu = ((_AxeX + _AxeY)*1.5) _Xreal = getpos _Chef select 0 _Yreal = getpos _Chef select 1 #Scanage ~0.5 _Groupe set speedmode "normal" _Chef = leader _Groupe _time = 0 _X1 = random _AxeX _X = _X1 - _AxeX/2 + _Xreal _Y1 = random _AxeY _Y = _Y1 - _AxeY/2 + _Yreal ?((_X == _Xverif) and (_Y == _Yverif)) :goto "Scanage" _Groupe Move [_X, _Y] _X = _Xverif _Y = _Yverif ?((count units _Groupe) == 0):goto "Exit" #Verification ~0.5 ?(_time >= _Secu):goto "Scanage" ?!(unitReady _Chef): Goto "Verification" ~_Temps Goto "Scanage" #Exit exit Here is everything you should need to help me I don't think the problem comes from the scripts, because they're not so heavy for a server, but I think the problem comes from my triggers. Thank you for helping me and sorry for my bad english